You return to your ship, the alien who first boarded teleporting back with you to retrieve his craft.
"I thank [you] for [your] willingness to work [with us] to contribute to science; if we meet [again], our race will regard the terrans as allies. Farewell."You stream the long-range sensor data from the systems monitoring the relatively nearby combat to a viewscreen and watch as the battle unfolds. Streaks of plasma fire and bolts of psychic energy light up the space between the two ships, while the hull hides the bloodbath no doubt occurring within the slug-aliens' ship. The two sides seem fairly evenly matched, both taking heavy damage as you stand by, watching. You reach out a hand towards the fighting, as if maybe you could just... grab one of them... sadly, your fledgling psychic powers are not nearly strong enough to move something so large or far away, and the battle continues, disregarding your attempt to stop it.
Finally, after both sides seem barely functional, a desperate burst of power from the slug-aliens' craft pushes the Hunters' craft out of engagement range, and they limp away on sublight engines before lurching into hyperspace. You turn away from the viewport and begin writing a report.
About a week later, you are sitting in the barracks, working on vibrating the air to produce a theme-tune for yourself. Unit 265 contributes a constant
wub-wub-wub as a simple base, while you have managed to created a sort of
zeezoo--zoo--zoo--zoozee for the melody.
Before you can continue your musical composition, you are called into action by Command.
All on duty units, suit up and get to the docking ports quickly. An unidentified alien craft is transmitting a distress call and moving to dock, but doesn't seem to be capable of answering hails. We need some soldiers down there to meet whoever comes out.You pull up the video feed on the viewport, and see a craft that looks like a cluster of little spheres all stuck together. The propulsion system seems to produce exhaust in the form of a few thin strands of shimmery filament.
Over on the equipment wall, you see the standard stuff:
Hex-mesh vests: a light, non-cumbersome vest made of flexible mesh.
1d2 defenseLight plate armor: standard issue rigid armor, provides more protection than the vest but gets in the way a bit.
1d4 defense; -1 movementSidearms: a small handgun.
1d4 damageLaser rifles: a military grade weapon, more powerful than the sidearm, but sometimes gets in the way.
1d6 damage; locking/unlocking doors, etc. requires a minor action instead of a free action.Combat is in rounds, DnD style; 1 major action (attacking, stuff like that), 1 minor action (grabbing something, catching something, etc.), and 1 move action (humans have 3 default movement) per round.
You have 10 hitpoints, as do most humans, and when an attack hits you, your defense roll is subtracted from the enemy's damage roll to get the actual damage dealt. Situational bonuses/penalties will be given based on being behind cover, moving quickly, ambushing, etc.
What equipment should you and your squadmates (Units 265 and 147) take?